Turns 240 to 249

CommandoBob

AbstractArt
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May 18, 2005
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Copy of email from The Council, after their Turn 240 and before our Turn 240.

This email is also in The Council thread.
General_W said:
Dear FREE allies,

Here's the most recent military stats from Saber you asked for!

Turn 240
Settler - 0
Workers - 0
Explorers - 8
Marines - 12
Infantry - 5
Tanks - 10
Mech Infs - 77
Modern Armor - 77
Artillery – 31 (18 native)
Transports - 17
Carriers - 3
Destroyers - 30
Battleships - 3
Bombers - 18
Jets - 13
Armies - 6
Sipahi - 0
Cruisers - 12
Mobile SAM - 8
Hope that helps!
Thanks again for the extra gold and update on Saber's naval forces. We
hope to get a chance to do some damage this turn!

Coordination Question:
So, you're going to found that city this turn – and then we will let a
full turn go by so Saber can see it – then will you disband it? Or do
you want us to actually kill it at that point? How quick do you
envision going back to peace after we ;) ;) "repulse the FREE invaders
from our land" ?

Your brothers in blue,
General_W, speaking with the voice of The Council
 
Known forces from our Turn 239:
Military Status - FREE
16 Settlers
23 Workers
15 Marines
75 Mech Infantry
67 Modern Armor
05 Artillery
07 Transport
06 Destroyer
03 Battleships
22 Bombers
19 Cruisers
01 Al-Battani

Military Status: The Council
07 Workers
22 Slaves (all Saber)
04 Marines
47 Mechs
73 Modern Armor
00 Artillery
01 Artillery (Babe)
03 Transport
01 Carrier
3 Submarines
04 Destroyers
10 Bombers
23 Jet Fighters
08 Mobile SAM
 
Side by Side Comparison, no analysis. Red = greatest.

Forces239And240.jpg
 
I have downloaded the save, but not opened it.

I won't be able to play until after 9pm local on Thursday; Christmas Choir practise at church. I advance the Powerpoint slides that the choir uses to sing from.

Right now I plan to build our war-starting city on The Council. And to be more aggresive with our defense of Gong. The Forests have been planted (last one will be completed this turn) but our troops are not dispersed.

Two things really worry me about Saber's military: 6 Armies and 17 Transports. I assume the Armies are in Transports (and not defending the homeland), but we can only account for 9 Transports off the south coast of The Council. That leaves 8 Transports unaccounted for. They could be getting ready to take on Gong.

I do think we need some SAMs, which will delay our invasion a bit, since we have none at the moment.
 
Are we going to abandon the city this turn? SABER would still see the rubble.

Even if SABER attacks GONGland, we come out ahead since we will hopefully take out their core.
The new city I want to have The Council 'take out'. Then they can show the screenshot to the UN and declare how righteous their cause it, yada, yada.
 
I have requested an extension on this turn. It is too late for me to start a two to four hour Turn Player session.
 
If we had sent 5 Tanks and 1 Settler over to The Council, and built a city and that city was captured (all 5 Tanks destroyed), when does that show up in our Military Advisor. At the time they are destroyed (on The Council's turn) or when we get the game again?

I am assuming that Saber has planted a spy on us. If they have our Turn 240 numbers and we build the city on Turn 240 and lose 5 Tanks on Turn 241 (The Council) what does Saber see on their turn? Our numbers at that point in the turn (241) or our numbers from when we ended our turn (240)?
 
Sorry, that I've been out of the discussion. I forgot it was time for a new turn thread.
 
The turn is played, we're at war and I have a wedding to attend.

I'll send the turn to Babe when I get back.
 
City Status (* = completed build)
City Name in Italics indicates maximum population.
City Name in BOLD indicates new city

  1. * Freedom Central (12): vModern Armor (M) -> vModern Armor in 2.
  2. Thessauronicleus (12): vModern Armor in 4 -> courthouse in 2, rush for 160 of 1093 gold, courthouse in 1 -> Mobile SAM in 1.
  3. Great Walls of Fire (1/Gong): worker in 8.
  4. Kazgungudom (12): vMech Infantry in 1.
  5. Nutbush City (1/Gong): worker in 8.
  6. * Thombriel (12): vBattleship (Rocky Balboa) -> vBattleship in 9.
  7. Fortress of Meleet (12): vCruiser in 3.
  8. We Built This City (4/Gong): Wealth.
  9. Kremlin (12): vModern Armor in 1 -> Mobile SAM in 1 (loss of 14 shields).
  10. Dark Side of the Moon (8/Gong): Wealth.
  11. * Citadel of Ur (12): vModern Armor (N) -> vModern Armor in 3.
  12. Tower of Babel (12): vMech Infantry in 1.
  13. Scarborough Fair (1/Gong): worker in 8.
  14. Ring of Fire (2/Gong): rTransport in 95.
  15. Ishme-Shamash (12): vCrusiser in 3.
  16. Weltonspolt (12): vTransport in 2.
  17. Teal domination (12): vCruiser in 1.
  18. Ninhursag-Ki (12): vMech Infantry in 1.
  19. Abbey Road (1/Gong): worker in 8.
  20. Azurra Coast (12): vCruiser in 3.
  21. * Lake Port (12): vCruiser (Lake of Fire) -> vCruiser in 14.
  22. * Marad-Dur (12): vModern Armor (O) -> vModern Armor in 3.
  23. Sugar-Free Wheaties (12): vCruiser in 4 -> Mobile SAM in 1.
  24. FreeToes (12): vDestroyer in 4.
  25. The Watchtower (1/Gong): worker in 8.
  26. Coastal Geeks (12): vDestroyer in 3.
  27. Smoke on the Water (1/Gong): worker in 8.
  28. Liberty Bell (11): Modern Armor in 4.
  29. Free Money (6/Gong): Wealth.
  30. TuTuba (7): Wealth.
  31. Nuclear-Free (3/Gong): worker in 8.
  32. Free-Tuning (6/Gong): Wealth.
  33. Cat Ballou (12): artillery in 2 -> SAM Missle Battery in 2, rush for 160 of 933 gold, SAM in 1 -> Mobile SAM in 1.
  34. Sin City (1/Gong): Wealth.
  35. Freehand (12): vDestroyer in 4.
  36. Town Called Malice (1/Gong): worker in 8.
  37. Home-Free (5/Gong): Wealth.
  38. Furs-Free (2/Gong): worker in 8.
  39. On Flame With RocknRoll (1/Gong): worker in 8.
  40. CBGB's (1/Gong): worker in 8.
  41. Hangar 18 (1/Gong): worker in 8.
  42. Fair-Free (5/Gong): Wealth.
  43. Hermit (6/Gong): Wealth.
  44. Basement on a Hill (1/Gong): worker in 8.
  45. * Chicago XIII (12): artillery -> artillery in 2.
  46. Farkle Liberation (7): Wealth -> artillery in 80.
  47. Free Swimming (5/Gong): worker in 8.
  48. Plain Free (6/Gong): Wealth.
  49. Numenor (5): vDestroyer in 119.
  50. Vista-Free (7): Wealth -> artillery in 80.
  51. Liberty Shore (5/Gong): worker in 8.
  52. Space colony-Free (5/Gong): worker in 8.
  53. * Jungle-Free (3): settler (117) -> settler in 30.
  54. Ellis Island (6): vDestroyer in 119 -> vTransport in 99, rush for 396 of 405 gold..
  55. T for Texas (1/Gong): worker in 8.
  56. Corporation-Free (4/Gong): worker in 8.
  57. Pete's End (1/Gong): worker in 8.
  58. Religion-Free (6/Gong): Wealth.
  59. BuyOneGetOne-Free (5/Gong): worker in 8.
  60. GetOutOfJail-Free (5/Gong): Wealth.
  61. Aga (5/Gong): worker in 8.
  62. * Unshackled (7): vTransport (LS-009) -> vTransport in 50.
  63. Free World (5/Gong): worker in 8.
  64. Perelandra (7): Wealth -> artillery in 80.
  65. Culture Free (6/Gong): worker in 8.
  66. Dusty Harbor (6/11SE): vDestroyer in 14.
  67. Debt-Free (7): vDestroyer in 28 -> vTransport in 23, rush for 368 of 773 gold.
  68. Sid City (6/11NW): Wealth.
  69. GONG-Free (3/Gong): worker in 8.
  70. Interest-Free (5/Gong): worker in 8.
  71. Gratis (7): Wealth.
  72. Gilligan (6/Gong): Wealth.
  73. Hihhuli (9/Gong): Wealth.
  74. Martin Luther King Jr. (4/11NW): rDestroyer in 19.
  75. Gun-Free (7): Wealth.
  76. Tujana (6/Gong): Wealth.
  77. Fat-Free (6/Gong): worker in 8.
  78. Ur (6/Gong): Wealth.
  79. Freethinking (6/Gong): worker in 8.
  80. Teal Landing (5/Gong): worker in 8.
  81. Freeborn (5/11NW): rDestroyer in 19.
  82. Monte Cristo (1/11SE): rDestroyer in 89.
  83. Footloose (5/11SE): rDestroyer in 28.



Next Turn Builds
  • Mobile SAM in Thessauronicleus (rushed)
  • Mech Intfantry in Kazgungudom
  • Mobile SAM in Kremlin
  • Mech Intfantry in Tower of Babel
  • Cruiser in Teal domination
  • Mech Intfantry in Ninhursag-Ki
  • Mobile SAM in Sugar-Free Wheaties
  • Mobile SAM in Cat Ballou (rushed)
  • vTransport in Ellis Island (rushed)
  • vTransport in Debt-Free (rushed)


City Buildings
  • 01 x Sun Tzu's Art of War (Kazgungudom)
  • 01 x Theory of Evoultion (Kazgungudom)
  • 01 x Palace (Freedom Central)
  • 01 x Forbidden Palace (Kazgungudom)
  • 01 x Hoover Dam (Kazgungudom)
  • 01 x Pyramids (Dark Side of the Moon)
  • 01 x Leonardo's Workshop (Dark Side of the Moon)
  • 01 x Wall Street (Citadel of Ur)
  • 42 x Granaries (via Pyramids)
  • 28 x Marketplaces
  • 25 x Libraries
  • 18 x Universities
  • 31 x Barracks (via Sun Tzu)
  • 31 x Hydro Plants (via Hoover)
  • 15 x Courthouses
  • 20 x Harbors
  • 12 x Aqueducts
  • 19 x Factories
  • 15 x Banks
  • 12 x Stock Exchanges
  • 04 x Commercial Docks
  • 17 x Research Labs

Military Support
Total Units: 267 (+6)
Allowed Units: 147 (+0)
Cost per Turn: 240 gpt (+16)


Compared to BABE (Despotism) we are Strong.
Compared to The Council (Republic) we are Strong.
Compared to SABER (Republic) we are Average (up from Weak).

Domestic Issues
Space Flight in 48 turns.
92 gold, +1052 gpt
000% science
000% luxuries
100% taxes


Resources connected to Freedom Central

02 Uraninum connected
05 Aluminum connected.
03 Rubbers are connected.
02 Oil is connected
03 Coal is connected.
04 Saltpeter is connected.
05 Iron are connected.
05 Horses are connected.

01 Wines (from Saber)
05 Furs
01 Dyes (from The Council)
03 Spices are connected (one to The Council and one to Saber).
02 Ivory are connected.
05 Silk are connected.
05 Gems are connected.

After the DoW on The Council, we lost our Dyes and regained on Spice.
 
Military Status
17 Settlers +1
23 Workers
15 Marines
75 Mech Infantry
70 Modern Armor +3
06 Artillery +1
08 Transport +1
06 Destroyer
04 Battleships +1
22 Bombers
20 Cruisers +1
01 Al-Battani

Military Status: The Council
07 Workers
22 Slaves (all Saber)
04 Marines
45 Mechs -2
82 Modern Armor +9
00 Artillery
01 Artillery (Babe)
03 Transport
01 Carrier
2 Submarines -1
04 Destroyers
10 Bombers
23 Jet Fighters
08 Mobile SAM



Unit moves

Naval: Battleships
  1. Harry Callahan: 4SE-1E of Sugar-Free Wheaties.
  2. * John McClane 1S-4SW of Demise (Babe): 2W and spots a Saber Destroyer N-NW, 3W.
  3. * Martin Riggs 1SE-3E of Fat-Free: 5N, sees nothing.
  4. * Rocky Balboa (new in Thombriel): SE, E and 3NE, heading towards Gong.


Naval: Cruisers
  1. * Mercy of Meleet 1W-7SW of Freeborn (11NW): 3N, spotting the Saber Invasion Fleet, 6S-1SW of The Silo, then 3S.
  2. Mischief of Meleet 2W-5NW of Unshackled: 1SW, not 6MPs from Unshackled, fortifies..
  3. Teal Cruiser: on Saber Patrol, 7NW of Ellis Island.
  4. * Azurra Azualt 6SE of Dark Side of the Moon: 3N, 2E and forify.
  5. * Ishme-Swishme: 1E-5SE of Interest-Free: 2E, spots a Saber Destroyer; N, NW and W, fortifies.
  6. Free-Sailing: 1N-6NE of Lovey Howell (Saber) roughly midway between Saber and Babe.
  7. * Free-Spirited 5E-1SE of Unshackled: 3W, spotting 2 Saber Destroyers, then 3E.
  8. * Free-Bird 2W-5SW of Debt-Free: 3SW (towards The Councils 11 Tile Island) and 3NE, spotting nothing
  9. * Free-Ride 5W-1SW of Coastal Geeks: 3SW and 3NE, spotting nothing.
  10. * Free-At-Last 2N-NE of The Ways (Council): 6N.
  11. * Free-Food-And-Beer: off the Babe coast, 6SW, but sees nothing.
  12. * Free-Registration: 1S-2SW of The Phoenix (Council): 4S-2SE, spotting nothing.
  13. * Sugar-Free Surprise 2W of Lovey Howell (Babe): 3W sees nothing, 3E.
  14. * Marriage of Meleet 1E-5SE of Sugar-Free Wheaties: 4S and spots a Saber destroyer 2SE, 2NW.
  15. * Lake of Fire (new in Lake Port): 6 SW towards The Council
  16. Free-Pizza: Unshackled
  17. Free-Candy: Unshackled
  18. Meleet's Manicure: Unshackled
  19. Teal Thunder: Unshackled
  20. Teal Tribulations: Unshackled

Naval: Destroyers
  1. * Sub Seeker 5N of Freeborn (11NW): 2W (nothing) 4E (nothing), NE and N, sights a sub (The Council). It does not find the Saber Invasion Force.
  2. * Sub Sinker 2N-NE of The Ways (Council): 6N, fortifies
  3. * Sub Finder 1S-5SE of Interest-Free: 4SE sees nothing, 2S still nothing and 2N.
  4. * Sub Killer 5E of Sugar-Free Wheaties: 4N and sees nothing, 4N again and nothing.
  5. * Sub Marker Ellis Island: sails to Unshacked.
  6. Sub Basher: Unshackeld

Naval: Transports
  1. * Lydia Sutherland 2N-NE of The Ways (Council): 6N.
  2. LS-002: Unshackled
  3. LS-003: Unshackled
  4. LS-005: Unshackled
  5. LS-006: Unshackled
  6. LS-007: Unshackled
  7. LS-008: Unshackled
  8. * LS-009 (new in Unshcackled): Unshackled

Military

Workers
Free:
W062 (W of Freehand): fortify.
W064 (W of Freehand): fortify.
W065 (W of Freehand): fortify.
W066 (W of Freehand): fortify.
W067 (W of Freehand): fortify.
W069 (W of Freehand): fortify.

Gong:
W055 (E of Nuclear-Free): to W of Furs-Free, help plant and finish forest.
W057 (E of Nuclear-Free): to W of Furs-Free, help plant and finish forest.
W059 (W of Nuclear-Free): to W of Furs-Free, help plant and finish forest.

W060 (E of Nuclear-Free): to SW of Furs-Free, plant and finish forest.
W071 (W of Nuclear-Free): to SW of Furs-Free, plant and finish forest.
W072 (W of Nuclear-Free): to SW of Furs-Free, plant and finish forest.
W073 (W of Nuclear-Free): to SW of Furs-Free, plant and finish forest.
W074 (W of Nuclear-Free): to SW of Furs-Free, plant and finish forest.

W075 (SW of Nuclear-Free): to S of Furs-Free, plant and finish forest.
W076 (SW of Nuclear-Free): to S of Furs-Free, plant and finish forest.
W077 (SW of Nuclear-Free): to S of Furs-Free, plant and finish forest.
W078 (SW of Nuclear-Free): to S of Furs-Free, plant and finish forest.
W079 (SW of Nuclear-Free): to S of Furs-Free, plant and finish forest.

W080 (W of Nuclear-Free): to SW of Hanger 18, plant forest (1 of 5), finish in 2.
W081 (2NE of A Town Called Malice): to SW of Hanger 18, plant forest (2 of 5), finish in 2.
W082 (W of Nuclear-Free): to SW of Hanger 18, plant forest (3 of 5), finish in 2.
W083 (W of Furs-Free): to W of Furs-Free, plant forest, finish in 1.


Slave01 (E of Tujana): rail in 2.


Former Workers
W001 (airfield W of Dusty Harbor, 11SE).
W002 (joined to Freetoes).
W003 (joined to Freetoes).
W004 (joined to Freetoes).
W005 (joined to Freeborn).
W006 (joined to Weltonspolt).
W007 (joined to Coastal Geeks).
W008 (joined to Kazgungudom).
W009 (joined to Coastal Geeks).
W010 (joined to Freehand).
W011 (joined to Freehand).
W012 (joined to Freehand).
W013 (joined to Sugar-Free Wheaties).
W014 (joined to Sugar-Free Wheaties).
W015 (joined to Ishme-Shamash).
W016 (joined to Teal Domination).
W017 (airfield W of Sid City, 11NW).
W018 (joined to Kazgungudom).
W019 (joined to Teal Domination).
W020 (joined to Cat Ballou).
W021 (joined to Freehand).
W022 (joined to Azurra Coast).
W023 (joined to Kazgungudom).
W024 (joined to FreeToes).
W025 (joined to FreeToes).
W026 (joined to Chicago XIII).
W027 (joined to Lake Port).
W028 (joined to Lake Port).
W029 (joined to Lake Port).
W030 (airfield SW of Ishme-Shamash).
W037 (airfield GONG).
W039 (airfield 2N of Lake port).
W040 (joined to Kremlin).
W041 (airfield N of Tower of Babel).
W042 (airfield NE of Tower of Babel).
W043 (airfield 2N of Tower of Babel).
W044 (joined to Tower of Babel).
W045 (joined to Liberty Bell).
W046 (airfield N, NE of Tower of Babe).
W047 (airfield 2NE of Tower of Babel).
W048 (joined to Freeborn).
W049 (airfield GONG).
W050 (joined to Kremlin).
W051 (Airfiel N, NW of Rock Lobsterford).
W052 (joins Kazkungudom).
W053 (airfield NE, E of Tower of Babel).
W054 (joined to Footloose).
W056 (joined to Citadel of Ur).
W058 (joined to Kremlin).
W061 (joined to Sugar-Free Wheaties).
W063 (joined to Martin Luther King Jr).
W068 (joined to Ninhursag-Ki).
W070 (joined to Citadel of Ur).


General Notes and Plans
No more pollution.

Saber Invasion Force is 6S-1Sw of The Silo, found by Mercy of Meleet. Only 8 Transports now, not 9.

I did not see nearly as many Saber destroyers this turn. I was very concerned about the Saber Invasion Force early in the turn when I could not find it. I was afraid that it was sailing for Gong, so I moved force to spot and stop it. Near the end of the turn I found it and confirmed the damage that The Council inflicted.

Change some builds around and spend cash. We will have have 4 Mobile SAMs and two more Transports next turn.

We plant more forests in Gong.

Build Free The Council and start a war. We lose Dyes.

Cycle through the cities again. Only one place, We Built This City, needs any tweaking; taxmen to clowns and hire a 3rd clown.

Space Flight in 47; 9 gold, +1029 gpt.

Rushing the Transports puts us very low on cash.

I scared myself as I played the turn because I thought all of our Saber units were stacked outside Freedom Central. :eek: I thought, Oh, no! What have we committed to? There are only about 30 units in that stack, not near enough to do Saber any damage. Then I remembered about all the units parked in the capital and felt much better. :lol:
 
Zoomed Out, centered on Mt. Kremlin
Spoiler :

240_ZoomOut.jpg



Zoomed Out, Gong
Spoiler :

240_ZoomOutGong.jpg



Zoomed Out, Babe
Spoiler :

240_ZoomOutBabe.jpg



Zoomed Out, Saber
Spoiler :

240_ZoomOutSaber.jpg



Zoomed Out, The Council (Pre War)
Spoiler :

240_ZoomOutCouncil.jpg

 
Domestic
Spoiler :

240_Domestic.jpg



Top 5 and Demographics
Spoiler :

240_Top5.jpg



Victory Conditions
Spoiler :

240_Victory.jpg

 
International Scene (Before DoW)
Spoiler :

240_International.jpg



Trading: The Council
Spoiler :

240_Council.jpg



Trading: BABE
Spoiler :

240_Babe.jpg



Trading: SABER
Spoiler :

240_Saber.jpg



International Scene (After DoW)
Spoiler :

240_InternationalAfter.jpg

 
Free-Spirited
Spoiler :

240_FreeSpirited.jpg



Ishme-Swishme
Spoiler :

240_IshmeSwishme.jpg



John McClane
Spoiler :

240_JohnMcClane.jpg



Marriage of Meleet
Spoiler :

240_MarriageOfMeleet.jpg



Mercy of Meleet
Spoiler :

240_MercyOfMeleet.jpg

 
The Alert
Spoiler :

240_DoWAlert.jpg



Free The Council
Spoiler :

240_FreeTheCouncil.jpg

 
After finishing the forests, are you going to abandon most of our coastal towns? The forests also have to be 2 tiles deep.
Yes.

I wasn't sure about extending the forests all around Gong. We'll need more workers for that. (add to the ToDo List) Some of the original Gong cities (Hanger 18 comes to mind) have an unhappy citizen at size one. I think we should do something with these cities. Abandon and replace with new Free cities seems to be the best answer.

Small coatal cities we can abandon, then road/rail/forest (or maybe just forest).

In our larger coastal cities I don't want to move too quickly. We have 43% of the world's population. If we start killing cities too quickly, we'll make one part of the Dominaition conditions easier for Saber.

I am considering rushing workers in the large coastal cities. They are cheaper than workers and we need more workers to forest the Gong coastline. We rushed a lot of settlers eariler, but most of those cities have grown back.

I'm thinking we need a revised master defense plan of Gong, one that starts with Gong as a (mostly) blank slate. We get our coastal defense (new forests/pillaging) mapped out and then we place cities in the interior. If we have to move cities, we do. We have 15 settlers in Gong; that should be plenty.

I can follow such a plan.
 
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